#include <stdio.h>
#include <windows.h>
#include <time.h> 
#include <Windows.h>
#include<iostream>
#include<io.h>//使用_setmode(_fileno(stdout), _O_U16TEXT)必须加的头文件
#include<vector>
using namespace std;
#include<fcntl.h>//使用_setmode(_fileno(stdout), _O_U16TEXT)必须加的头文件
//里规格：长39*2=78 （真坐标）(假坐标宽为39)  高39
//外规格：长41*2=82 （真坐标）(假坐标宽为41)  高41
#define UP    1
#define DOWN  2
#define LEFT  3
#define RIGHT 4
#define MAX_LEVEL 8
#define BULLET_NUM 20
#define MAX_LIFE 4

wstring string2wstring(string str)
{
	wstring result;
	//获取缓冲区大小，并申请空间，缓冲区大小按字符计算  
	int len = MultiByteToWideChar(CP_ACP, 0, str.c_str(), str.size(), NULL, 0);
	TCHAR* buffer = new TCHAR[len + 1];
	//多字节编码转换成宽字节编码  
	MultiByteToWideChar(CP_ACP, 0, str.c_str(), str.size(), buffer, len);
	buffer[len] = '\0';             //添加字符串结尾  
	//删除缓冲区并返回值  
	result.append(buffer);
	delete[] buffer;
	return result;
}

//将wstring转换成string  
string wstring2string(wstring wstr)
{
	string result;
	//获取缓冲区大小，并申请空间，缓冲区大小事按字节计算的  
	int len = WideCharToMultiByte(CP_ACP, 0, wstr.c_str(), wstr.size(), NULL, 0, NULL, NULL);
	char* buffer = new char[len + 1];
	//宽字节编码转换成多字节编码  
	WideCharToMultiByte(CP_ACP, 0, wstr.c_str(), wstr.size(), buffer, len, NULL, NULL);
	buffer[len] = '\0';
	//删除缓冲区并返回值  
	result.append(buffer);
	delete[] buffer;
	return result;
}

//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level   

/*
	  此程序中涉及的x,y类的坐标值，分为以下两种：

假坐标：这里的坐标指的是以一个■长度为单位的坐标，而不是真正的coord坐标 (用于map数组的坐标)

真坐标：头文件自带的坐标结构coord中的坐标（也可以说是控制台里的真正坐标值）

  区别：纵坐标y两值一致，假横坐标x值与真正coord横坐标（真坐标）关系是 x * 2 = coord 横坐标

		  coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位，

		  可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标（变真坐标才能发挥真正作用），横坐标须乘以2


*/
typedef struct             //这里的出现次序指的是一个AI_tank变量中的次序，游戏共有四个AI_tank变量
{                          //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
	int fast_tank_order;   //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始)，且每个AI_tank只出现一次
	int firm_tank_order;   //firm_tank出现的次序，同上
} LevInfo;                 //关卡信息(准确说是该关出现的坦克信息)
LevInfo level_info[MAX_LEVEL] = { {-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3} };   //初始化，-1代表没有该类型坦克


typedef struct      //子弹结构体
{
	int x, y;        //子弹坐标,假坐标
	int direction;  //子弹方向变量
	bool exist;     //子弹存在与否的变量,1为存在，0不存在
	bool initial;   //子弹是否处于建立初状态的值，1为处于建立初状态，0为处于非建立初状态
	bool my;        //区分AI子弹与玩家子弹的标记,0为AI子弹，1为玩家（我的）子弹
} Bullet;
Bullet bullet[BULLET_NUM];  //考虑到地图上不太可能同时存在20颗子弹，所以数组元素设置20个


typedef struct      //坦克结构体
{
	int x, y;        //坦克中心坐标
	int direction;  //坦克方向
	int color;      //颜色参方向数，1到6分别代表不同颜色，具体在PrintTank函数定义有说明
	int model;      //坦克图案模型，值为1,2,3，分别代表不同的坦克图案,0为我的坦克图案，AI不能使用
	int stop;       //只能是AI坦克使用的参数，非0代表坦克停止走动,0为可以走动
	int revive;     //坦克复活次数
	int num;        //AI坦克编号（固定值，为常量，初始化函数中定下）0~3
	int CD;         //发射子弹冷却计时
	bool my;        //是否敌方坦克参数，我的坦克此参数为1,为常量
	bool alive;     //存活为1，不存活为0
}  Tank;
Tank AI_tank[4], my_tank;  //my_tank为我的坦克，Ai_tank 代表AI坦克

//∵所有的函数都有可能对全局变量map进行读写(改变)，
//∴函数中不另说明是否会对全局变量map读写
//基本操作与游戏辅助函数
void GoToxy(int x, int y);    //光标移动
void HideCursor();           //隐藏光标
void keyboard();            //接受键盘输入
void Initialize();           //初始化(含有对多个数据的读写)
void Stop();                 //暂停
void Getmap();               //地图数据存放与获取
void Frame();               //打印游戏主体框架
void PrintMap();             //打印地图(地图既地图障碍物)(含对level的读取)
void SideScreen();          //副屏幕打印
void GameCheak();            //检测游戏输赢
void GameOver(bool home);  //游戏结束
void ClearMainScreen();      //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
void ColorChoose(int color); //颜色选择函数
void NextLevel();            //下一关(含有对level全局变量的读写)

//子弹部分
void BuildAIBullet(Tank* tank);                //AI坦克发射子弹（含有对my_tank的读取,只读取了my_tank坐标）
void BuildBullet(Tank tank);                 //子弹发射（建立）（人机共用）(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
void BulletFly(Bullet bullet[BULLET_NUM]); //子弹移动和打击（人机共用）,
void BulletHit(Bullet* bullet);            //子弹碰撞（人机共用）(含Tank全局变量的修改)，只通过BulletFly调用，子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
void PrintBullet(int x, int y, int T);         //打印子弹（人机共用）
void ClearBullet(int x, int y, int T);         //清除子弹（人机共用）
int  BulletCheak(int x, int y);               //判断子弹前方情况（人机共用）

//坦克部分
void BuildAITank(int* position, Tank* AI_tank); //建立AI坦克
void BuildMyTank(Tank* my_tank);                //建立我的坦克
void MoveAITank(Tank* AI_tank);                //AI坦克移动
void MoveMyTank(int turn);                     //我的坦克移动，只通过keyboard函数调用，既键盘控制
void ClearTank(int x, int y);                  //清除坦克（人机共用）
void PrintTank(Tank tank);                    //打印坦克（人机共用）
bool TankCheak(Tank tank, int direction);      //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
int  AIPositionCheak(int position);           //检测AI坦克建立位置是否有障碍物AIPositionCheak

//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数，用于检查X键输入并设置X键的输入冷却时间

//注意map数组应是纵坐标在前，横坐标在后，既map[y][x]，(∵数组行长度在前，列长度在后)
//map里的值: 个位数的值为地图方块部分，百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
//map里的值: 0为可通过陆地，1为红砖，2黄砖，5为水，100~103为敌方坦克，200为我的坦克，

//全局变量
int map[41][41];  //地图二维数组
int key_x;        // X键是否被“读入”的变量，也是子弹是否可以发射的变，
int bul_num;      //子弹编号
int position;     //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
int speed = 7;      //游戏速度,调整用
int level = 1;      //游戏关卡数
int score = 0;      //游戏分数
int remain_enemy; //剩余敌人(未出现的敌人)

char* tank_figure[4][3][4] =
{
  {
	{(char*)"◢┃◣", (char*)"◢━◣",(char*)"◢┳◣", (char*)"◢┳◣"},
	{(char*)"┣●┫", (char*)"┣●┫", (char*)"━●┃", (char*)"┃●━"},
	{(char*)"◥━◤", (char*)"◥┃◤", (char*)"◥┻◤", (char*)"◥┻◤"}
  },
  {
	{(char*)"┏┃┓", (char*)"┏┳┓", (char*)"┏┳┓", (char*)"┏┳┓"},
	{(char*)"┣●┫",(char*)"┣●┫", (char*)"━●┫",(char*)"┣●━"},
	{(char*)"┗┻┛", (char*)"┗┃┛", (char*)"┗┻┛", (char*)"┗┻┛"}
  },
  {
	{(char*)"┏┃┓", (char*)"◢━◣", (char*)"┏┳◣", (char*)"◢┳┓"},
	{(char*)"┣●┫", (char*)"┣●┫", (char*)"━●┃", (char*)"┃●━"},
	{(char*)"◥━◤", (char*)"┗┃┛", (char*)"┗┻◤", (char*)"◥┻┛"}
  },
  {
	{(char*)"╔┃╗", (char*)"╔╦╗", (char*)"╔╦╗", (char*)"╔╦╗"},
	{(char*)"╠█╣", (char*)"╠█╣", (char*)"━█╣",(char*)"╠█━"},
	{(char*)"╚╩╝", (char*)"╚┃╝",(char*)"╚╩╝", (char*)"╚╩╝"}
  }
};



int main()                               //主函数
{
	int i;
	unsigned int interval[12] = { 1,1,1,1,1,1,1,1,1,1,1,1 };  //间隔计数器数组，用于控制速度
	srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3
	HideCursor();                         //隐藏光标
	system("mode con cols=112 lines=42"); //控制窗口大小
	Frame();                             //打印游戏主体框架
	Initialize();                         //初始化，全局变量level初值便是1 

//	HANDLE h1 , h2 ;                      //定义句柄变量
	for (;;)
	{
		if (interval[0]++ % speed == 0)        //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1; 
		{
			GameCheak();                  //游戏胜负检测
			BulletFly(bullet);
			for (i = 0; i <= 3; i++)         //AI坦克移动循环
			{
				if (AI_tank[i].model == 2 && interval[i + 1]++ % 2 == 0) //四个坦克中的快速坦克单独使用计数器1,2,3,4
					MoveAITank(&AI_tank[i]);
				if (AI_tank[i].model != 2 && interval[i + 5]++ % 3 == 0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8
					MoveAITank(&AI_tank[i]);
			}
			for (i = 0; i <= 3; i++)                                   //建立AI坦克部分
				if (AI_tank[i].alive == 0 && AI_tank[i].revive < 4 && interval[9]++ % 90 == 0)  //一个敌方坦克每局只有4条命
				{                                               //如果坦克不存活。计时,每次建立有间隔  1750 ms
					BuildAITank(&position, &AI_tank[i]);     //建立AI坦克（复活）
					break;                                      //每次循环只建立一个坦克
				}
			for (i = 0; i <= 3; i++)
				if (AI_tank[i].alive)
					BuildAIBullet(&AI_tank[i]);                 //AIshoot自带int自增计数CD,不使用main中的CD interval
			if (my_tank.alive && interval[10]++ % 2 == 0)
				keyboard();
			if (my_tank.alive == 0 && interval[11]++ % 30 == 0 && my_tank.revive < MAX_LIFE)
				BuildMyTank(&my_tank);
		}
		Sleep(5);
	}
	return 0;
}


/*//这里的多线程暂时不用                   //x键用于子弹发射，x键的冷却时间不能和上下左右一同设置，那样就太快了
DWORD WINAPI InputX(LPVOID lpParameter)    //如果不用多线程运行，那么在x键冷却时间内程序会因Sleep将会挂起，暂停运行
{                                          //因为只有一个变量改变，而且变量改变先后顺序是显而易见的，所以不必设置缓冲区
	for(;;)
	{
		if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
		{
			key_x=1;                       // X键是否允许被“读入”的变量，也是子弹是否可以发射的变量
			Sleep(600);                    // 子线程Sleep中，x就不能被"读入"，主线程每操作完一次子弹发射，key_x会归零
		}
		Sleep(10);
	}
	return 0;
}*/


void keyboard()
{               // kbhit()   getch()  用法可用但是不好用            
/*
   函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
   是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
   否则表示该键没被按过.
   这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅.   GetAsyncKeyState的返回值表示两个内容，
   一个是最高位bit的值，代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后，这个键是否被按下。
   &为与操作，&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态，否则是弹起状态，为0
*/
	int count = 0;
	if (GetAsyncKeyState(VK_UP) & 0x8000)
		MoveMyTank(UP);
	else if (GetAsyncKeyState(VK_DOWN) & 0x8000)
		MoveMyTank(DOWN);
	else if (GetAsyncKeyState(VK_LEFT) & 0x8000)
		MoveMyTank(LEFT);
	else if (GetAsyncKeyState(VK_RIGHT) & 0x8000)
		MoveMyTank(RIGHT);
	else if (GetAsyncKeyState(0x1B) & 0x8000)  // Esc键
		exit(0);                                //退出程序函数
	else if (GetAsyncKeyState(0x20) & 0x8000)  //空格
		Stop();
	else if (count++ % 7 == 0)            //这里添加计数器是为了防止按键粘连不能达到微调效果
	{
		if (speed > 1 && GetAsyncKeyState(0x6B) & 0x8000)   // +键
		{
			speed--;
			GoToxy(102, 11);           //在副屏幕打印出当前速度
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE | FOREGROUND_RED);
			printf("%d ", 21 - speed);   //副屏幕显示的速度为1~10
		}
		else if (speed < 20 && GetAsyncKeyState(0x6D) & 0x8000)  // - 键
		{
			speed++;
			GoToxy(102, 11);           //在副屏幕打印出当前速度
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE | FOREGROUND_RED);
			printf("%d ", 21 - speed);   //副屏幕显示的速度为1~10
		}
	}
	if (my_tank.CD == 7)
	{
		if (GetAsyncKeyState(88) & 0x8000)
		{
			BuildBullet(my_tank);
			my_tank.CD = 0;
		}
	}
	else
		my_tank.CD++;
}



void BuildAIBullet(Tank* tank)   //AI子弹发射(建立)含有对my_tank的读取
{
	if (tank->CD == 15)
	{
		if (!(rand() % 11))     //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
		{
			BuildBullet(*tank);
			tank->CD = 0;
		}
	}
	else
		tank->CD++;
	if (tank->CD >= 14)       //AI强化部分，在冷却到达一定范围即可使用
	{
		if (tank->y == 38)     //如果坦克在底部(这个最优先)
		{
			if (tank->x < 20) //在老家左边
			{
				if (tank->direction == RIGHT)  //坦克方向朝左
				{
					BuildBullet(*tank);     //发射子弹
					tank->CD = 0;
				}
			}
			else             //在老家右边
				if (tank->direction == LEFT)   //坦克方向朝右
				{
					BuildBullet(*tank);     //发射子弹
					tank->CD = 0;
				}
		}
		else if (tank->x == my_tank.x + 1 || tank->x == my_tank.x || tank->x == my_tank.x - 1)  //AI坦克在纵向上"炮口"对准我的坦克
		{
			if (tank->direction == DOWN && my_tank.y > tank->y || tank->direction == UP && my_tank.y < tank->y)
			{                               //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
				int big = my_tank.y, smal = tank->y, i;
				if (my_tank.y < tank->y)
				{
					big = tank->y;
					smal = my_tank.y;
				}
				for (i = smal + 2; i <= big - 2; i++)  //判断AI炮口的直线上两坦克间有无障碍
					if (map[i][tank->x] != 0 || map[i][tank->x] != 5)      //若有障碍
						break;
				if (i == big - 1)                //若i走到big-1说明无障碍
				{
					BuildBullet(*tank);     //则发射子弹
					tank->CD = 0;
				}
			}
		}
		else if (tank->y == my_tank.y + 1 || tank->y == my_tank.y || tank->y == my_tank.y - 1) //AI坦克在横向上"炮口"对准我的坦克
		{
			if (tank->direction == RIGHT && my_tank.x > tank->x || tank->direction == LEFT && my_tank.x < tank->x)
			{                  //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
				int big = my_tank.y, smal = tank->y, i;
				if (my_tank.x < tank->x)
				{
					big = tank->x;
					smal = my_tank.x;
				}
				for (i = smal + 2; i <= big - 2; i++)  //判断AI炮口的直线上两坦克间有无障碍
					if (map[tank->y][i] != 0 || map[tank->y][i] != 5)      //若有障碍
						break;
				if (i == big - 1)   //若i走到big-1说明无障碍
				{
					BuildBullet(*tank);     //则发射子弹
					tank->CD = 0;
				}
			}
		}
	}
}



void BuildBullet(Tank tank)  //子弹发射（建立）,传入结构体Tank,这里包含改变了全局变量结构体bullet
{                            //∵实现方式为顺序循环建立子弹，每次调用改变的bullet数组元素都不同
	switch (tank.direction)   //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
	{
	case UP:
		bullet[bul_num].x = tank.x;
		bullet[bul_num].y = tank.y - 2;
		bullet[bul_num].direction = 1;
		break;
	case DOWN:
		bullet[bul_num].x = tank.x;
		bullet[bul_num].y = tank.y + 2;
		bullet[bul_num].direction = 2;
		break;
	case LEFT:
		bullet[bul_num].x = tank.x - 2;
		bullet[bul_num].y = tank.y;
		bullet[bul_num].direction = 3;
		break;
	case RIGHT:
		bullet[bul_num].x = tank.x + 2;
		bullet[bul_num].y = tank.y;
		bullet[bul_num].direction = 4;
		break;
	}
	bullet[bul_num].exist = 1;    //子弹被建立,此值为1则此子弹存在
	bullet[bul_num].initial = 1;  //子弹处于初建立状态
	bullet[bul_num].my = tank.my;   //如果是我的坦克发射的子弹bullet.my=1，否则为0
	bul_num++;
	if (bul_num == BULLET_NUM)        //如果子弹编号增长到20号，那么重头开始编号
		bul_num = 0;                 //考虑到地图上不可能同时存在20颗子弹，所以数组元素设置20个
}


void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
{                                         //含有全局变量Bullet的改变
	for (int i = 0; i < BULLET_NUM; i++)
	{
		if (bullet[i].exist)              //如果子弹存在
		{
			if (bullet[i].initial == 0)     //如果子弹不是初建立的
			{
				if (map[bullet[i].y][bullet[i].x] == 0 || map[bullet[i].y][bullet[i].x] == 5)   //如果子弹坐标当前位置无障碍
					ClearBullet(bullet[i].x, bullet[i].y, BulletCheak(bullet[i].x, bullet[i].y));     //抹除子弹图形
				switch (bullet[i].direction)                                      //然后子弹坐标变化（子弹变到下一个坐标）
				{
				case UP:(bullet[i].y)--; break;
				case DOWN:(bullet[i].y)++; break;
				case LEFT:(bullet[i].x)--; break;
				case RIGHT:(bullet[i].x)++; break;
				}
			}
			int collide = BulletCheak(bullet[i].x, bullet[i].y);   //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
			if (collide)                                                //如果检测到当前子弹坐标无障碍(无碰撞)（包括在地面上与在水面上）
				PrintBullet(bullet[i].x, bullet[i].y, collide);       //则打印子弹，若有碰撞则不打印
			else
				BulletHit(&bullet[i]);     //若有碰撞则执行子弹碰撞函数                  
			if (bullet[i].initial)             //若子弹初建立，则把初建立标记去除
				bullet[i].initial = 0;
			for (int j = 0; j < BULLET_NUM; j++)  //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
				if (bullet[j].exist && j != i && (bullet[i].my || bullet[j].my) && bullet[i].x == bullet[j].x && bullet[i].y == bullet[j].y)
				{                              //同样的两颗我方子弹不可能产生碰撞
					bullet[j].exist = 0;
					bullet[i].exist = 0;
					ClearBullet(bullet[j].x, bullet[j].y, BulletCheak(bullet[j].x, bullet[j].y));  //抹除j子弹图形,子弹i图形已被抹除
					break;
				}
		}
	}
}


void BulletHit(Bullet* bullet)  //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
{                               //∵每次打中的坦克都不一样，不可能把所有坦克放在参数表中
	int x = bullet->x;            //∴这里的Tank使用全局变量
	int y = bullet->y;            //这里传入的值是子弹坐标,这两个值不需要改变
	int i;
	if (map[y][x] == 1 || map[y][x] == 2)  //子弹碰到砖块
	{
		if (bullet->direction == UP || bullet->direction == DOWN)   //如果子弹是纵向的
			for (i = -1; i <= 1; i++)
				if (map[y][x + i] == 1 || map[y][x + i] == 2)  //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
				{
					map[y][x + i] = 0;    //砖块碎
					GoToxy(2 * x + 2 * i, y);
					SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED); //背景黑色
					wcout << L"  ";
				}
		if (bullet->direction == LEFT || bullet->direction == RIGHT)     //若子弹是横向的  (与子弹纵向实现同理)
			for (i = -1; i <= 1; i++)
				if (map[y + i][x] == 1 || map[y + i][x] == 2)
				{
					map[y + i][x] = 0;
					GoToxy(2 * x, y + i);
					SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED); //背景黑色
					wcout << L"  ";
				}
		bullet->exist = 0;           //这颗子弹已经不存在了
	}
	else if (map[y][x] == 4 || map[y][x] == 6)  //子弹碰到边框或者不可摧毁方块
		bullet->exist = 0;
	else if (bullet->my && map[y][x] >= 100 && map[y][x] < 104)  //若我的子弹碰到了敌方坦克
	{
		int num = map[y][x] % 100;   //map[y][x]%100 等同于 tank.num ，可通过map值读取该坦克信息
		if (AI_tank[num].model == 3 && AI_tank[num].color == 2)   //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
			AI_tank[num].color = 3;                        //则变成黄色，color=3为黄色
		else if (AI_tank[num].model == 3 && AI_tank[num].color == 3)
			AI_tank[num].color = 4;                        //4为红色
		else                       //其他类型的坦克或者firm tank为红色的情况
		{
			AI_tank[num].alive = 0;
			ClearTank(AI_tank[num].x, AI_tank[num].y);      //清除该坦克
		}
		bullet->exist = 0;
		score += 100;
		GoToxy(102, 5);             //在副屏幕上打印出分数
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
		wcout << score;
	}
	else if (map[y][x] == 200 && bullet->my == 0)   //若敌方子弹击中我的坦克
	{
		my_tank.alive = 0;
		ClearTank(my_tank.x, my_tank.y);
		bullet->exist = 0;
		my_tank.revive++;      //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
		score -= 100;            //分数减少
		GoToxy(102, 5);         //在副屏幕上打印出分数
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
		wcout << score;
		GoToxy(102, 7);         //在副屏幕打印出我的剩余生命值
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN);
		wcout <<  MAX_LIFE - my_tank.revive;
	}
	//	else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
	//		bullet->exist=0;
	else if (map[y][x] == 9)      //子弹碰到家(无论是谁的子弹)
	{
		bullet->exist = 0;
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED | FOREGROUND_GREEN);
		GoToxy(38, 37);	 wcout << L"      ";
		GoToxy(38, 38);	 wcout << L"◢◣  ";
		GoToxy(38, 39);	 wcout << L"███";
		GameOver(1);           //游戏结束,传入1代表老家被毁
	}
}


int BulletCheak(int x, int y)  //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
{                              //有障碍返回0,无障碍且子弹在地面返回1，子弹在水面上返回2
	if (map[y][x] == 0)
		return 1;
	else if (map[y][x] == 5)
		return 2;
	else
		return 0;
}


void PrintBullet(int x, int y, int T)   //当前坐标BulletCheak 的值做参量 T
{
	if (T == 1)          //  T==1 表示子弹当前坐标在陆地上
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY);
	else if (T == 2)     //  T==2 表示子弹当前坐标在水面上
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_BLUE);
	GoToxy(2 * x, y);
	wcout << L"☉";
}


void ClearBullet(int x, int y, int T)   //当前坐标BulletCheak 的值做参量 T
{
	GoToxy(2 * x, y);
	if (T == 2)        //  T==2 表示子弹当前坐标在水面上
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | BACKGROUND_BLUE | FOREGROUND_BLUE | FOREGROUND_GREEN);
		wcout << L"～";
	}
	else if (T == 1)   //  T==1 表示子弹当前坐标在陆地上
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE);
		wcout << L"  ";
	}
}


//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
void BuildAITank(int* position, Tank* AI_tank)   //执行一次该函数只建立一个坦克
{                                         //rand函数公式：0<=rand()%(a+1)<=a  0+m<=rand()%(n-m+1)+m<=n  
										  //rand函数实现1到n：1<=rand()%(n)+1<=n
	if (AIPositionCheak(*position))        //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
	{
		AI_tank->x = 20 + 18 * (*position);  //20 + 18 * position 对应三个生成位置的x假坐标
		AI_tank->y = 2;
		if (AI_tank->revive == level_info[level - 1].firm_tank_order)  //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
		{
			AI_tank->model = 3;           //3为firm tank的模型(外观)
			AI_tank->color = 2;           //颜色参数2为绿色，具体详见函数ColorChoose
		}
		else if (AI_tank->revive == level_info[level - 1].fast_tank_order)  //同上if，这里是fast_tank的
		{
			AI_tank->model = 2;
			AI_tank->color = rand() % 6 + 1;  //若不是firm tank则随机颜色，颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
		}
		else      //普通坦克
		{
			AI_tank->model = 1;
			AI_tank->color = rand() % 6 + 1;  //若不是firm tank则随机颜色
		}
		AI_tank->alive = 1;       //坦克变为存在
		AI_tank->direction = 2;  //方向朝下
		AI_tank->revive++;        //复活次数+1
		PrintTank(*AI_tank);
		(*position)++;
		remain_enemy--;
		GoToxy(102, 9);            //在副屏幕上打印剩余坦克数
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
		wcout<<remain_enemy;
		if (*position == 2)          //position只能为0,1，-1，这里position循环重置
			*position = -1;
		return;                  //若生成了一辆坦克，则结束该函数
	}
}


int AIPositionCheak(int position)    //position为坦克生成位置2为我的坦克位置，其余为AI位，-1为左位，0为中间位置，1为右位
{
	int	x, y;
	if (position == 2)                    //2为我的坦克位置，现在暂时用不到
		x = 15, y = 38;
	else
		y = 2, x = 20 + 18 * position;  //20 + 18 * position 对应三个生成位置的x假坐标
	for (int i = 0; i < 3; i++)
		for (int j = 0; j < 3; j++)
			if (map[y + j - 1][x + i - 1] != 0)  //如果遍历的九宫格里有障碍物
				return 0;              //则返回0，表示此生成位置有阻碍
	return 1;                          //否则生成1，表示此生成位置无阻碍
}


void MoveAITank(Tank* AI_tank) //AI专用函数，该函数主要为AI加强
{
	if (AI_tank->alive)         //如果坦克活着
	{
		if (AI_tank->stop != 0)   //坦克是否停止运动的判断，若stop参数不为0
		{
			AI_tank->stop--;   //则此坦克本回合停止运动
			return;
		}
		if (!(rand() % 23))     //22分之1的概率执行方向重置
		{
			AI_tank->direction = rand() % 4 + 1;
			if (rand() % 3)     //在方向重置后有2分之1的概率停止走动3步的时间
			{
				AI_tank->stop = 2;
				return;
			}
		}
		ClearTank(AI_tank->x, AI_tank->y);
		if (TankCheak(*AI_tank, AI_tank->direction))   //如果前方无障碍
			switch (AI_tank->direction)
			{
			case UP: AI_tank->y--; break;  //上前进一格
			case DOWN: AI_tank->y++; break;  //下前进一格
			case LEFT: AI_tank->x--; break;  //左前进一格
			case RIGHT: AI_tank->x++; break;  //右前进一格
			}
		else                     //前方有障碍
		{
			if (!(rand() % 4))      //3分之1的概率乱转
			{
				AI_tank->direction = rand() % 4 + 1;
				AI_tank->stop = 2; //乱转之后停止走动3步的时间
				PrintTank(*AI_tank);
				return;          //∵continue会跳过下面的打印函数,∴这里先打印
			}
			else                 //另外3分之2的几率选择正确的方向
			{
				int j;
				for (j = 1; j <= 4; j++)
					if (TankCheak(*AI_tank, j))  //循环判断坦克四周有无障碍,此函数返值1为可通过
						break;
				if (j == 5)         //j==5说明此坦克四周都有障碍物，无法通行
				{
					PrintTank(*AI_tank);
					return;      //则跳过下面的while循环以防程序卡死
				}
				while (TankCheak(*AI_tank, AI_tank->direction) == 0)  //如果前方仍有障碍
					AI_tank->direction = (rand() % 4 + 1);                    //则换个随机方向检测
			}
		}
		PrintTank(*AI_tank);     //打印AI坦克
	}
}


void BuildMyTank(Tank* my_tank) //建立我的坦克
{
	my_tank->x = 15;
	my_tank->y = 38;
	my_tank->stop = NULL;
	my_tank->direction = 1;
	my_tank->model = 0;
	my_tank->color = 1;
	my_tank->alive = 1;
	my_tank->my = 1;
	my_tank->CD = 7;
	PrintTank(*my_tank);   //打印我的坦克
}


void MoveMyTank(int turn)   //玩家专用函数，turn为keyboard函数里因输入不同方向键而传入的不同的值
{
	ClearTank(my_tank.x, my_tank.y);        //map 数组中“我的坦克”参数清除工作已在此函数中完成
	my_tank.direction = turn;                  //将键盘输入的方向值传入我的坦克方向值
	if (TankCheak(my_tank, my_tank.direction))  //若此时我的坦克当前方向上无障碍
		switch (turn)
		{
		case UP: my_tank.y--; break;  //上前进一格
		case DOWN: my_tank.y++; break;  //下前进一格
		case LEFT: my_tank.x--; break;  //左前进一格
		case RIGHT: my_tank.x++; break;  //右前进一格
		}                                        //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
	PrintTank(my_tank);
}


bool TankCheak(Tank tank, int direction)  //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
{
	switch (direction)                    //direction变量   1上，2下，3左，4右
	{
	case UP:
		if (map[tank.y - 2][tank.x] == 0 && map[tank.y - 2][tank.x - 1] == 0 && map[tank.y - 2][tank.x + 1] == 0)
			return 1;
		else
			return 0;
	case DOWN:
		if (map[tank.y + 2][tank.x] == 0 && map[tank.y + 2][tank.x - 1] == 0 && map[tank.y + 2][tank.x + 1] == 0)
			return 1;
		else
			return 0;
	case LEFT:
		if (map[tank.y][tank.x - 2] == 0 && map[tank.y - 1][tank.x - 2] == 0 && map[tank.y + 1][tank.x - 2] == 0)
			return 1;
		else
			return 0;
	case RIGHT:
		if (map[tank.y][tank.x + 2] == 0 && map[tank.y - 1][tank.x + 2] == 0 && map[tank.y + 1][tank.x + 2] == 0)
			return 1;
		else
			return 0;
	default:
		wcout << L"错误！！";
		Sleep(5000);
		return 0;
	}
}


void ClearTank(int x, int y)   //清除坦克函数（人机共用）
{
	for (int i = 0; i < 3; i++)
		for (int j = 0; j < 3; j++)
		{                     //将坦克占用的地图上的九格去掉
			map[y + j - 1][x + i - 1] = 0;
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN);
			GoToxy(2 * x + 2 * j - 2, y + i - 1);
			wcout<<L"  ";
		}
}


void PrintTank(Tank tank)     //打印坦克（人机共用） 由于读取的Tank参数较多,故就不将参数一一传入了
{                             // tank.color参数对应不同的颜色,范围 1 ~ 6
	ColorChoose(tank.color);  //颜色选择函数   定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
	char* (*tankF)[4] = tank_figure[tank.model];  //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
	for (int i = 0; i < 3; i++)
	{
		GoToxy((tank.x - 1) * 2, tank.y - 1 + i);        //在坦克中心坐标的左边，上中下三行打印
		string temp = tankF[i][tank.direction - 1];
		//printf("%s", tankF[i][tank.direction - 1]); //打印的是地址，地址既字符串
		wstring temp2 = string2wstring(temp);
		wcout << temp2;
		for (int j = 0; j < 3; j++)
			if (tank.my)       //若为我的坦克
				map[tank.y + j - 1][tank.x + i - 1] = 200;  //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
			else
				map[tank.y + j - 1][tank.x + i - 1] = 100 + tank.num;  //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
	}
}


void HideCursor()  //隐藏光标
{                  //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度（1~100）和BOOL bVisible光标是否可见
	CONSOLE_CURSOR_INFO cursor_info = { 1,0 };
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
}


void GoToxy(int x, int y)  //光标移动函数，X表示横坐标，Y表示纵坐标。
{
	COORD  coord;         //使用头文件自带的坐标结构
	coord.X = x;            //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
	coord.Y = y;
	HANDLE a = GetStdHandle(STD_OUTPUT_HANDLE);  //获得标准输出句柄
	SetConsoleCursorPosition(a, coord);         //以标准输出的句柄为参数设置控制台光标坐标
}


void ColorChoose(int color)   //颜色选择函数
{
	switch (color)
	{
	case 1:               //天蓝色(我的坦克颜色)
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);
		break;
	case 2:               //绿色
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN);
		break;
	case 3:               //黄色
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN);
		break;
	case 4:               //红色
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
		break;
	case 5:               //紫色
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE);
		break;
	case 6:               //白色
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_GREEN);
		break;
	case 7:               //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE);
		break;
	}
}


void Stop()    //暂停
{
	int color = 1, timing = 0;
	while (1)
	{
		if (timing++ % 30 == 0)
		{
			ColorChoose(color);   //颜色选择
			GoToxy(100, 13);       //副屏幕打印
			wcout<<L"游戏暂停";
			GoToxy(88, 17);
			wcout << L"按回车键回到游戏";
			GoToxy(88, 18);
			wcout << L"或按 Esc键退出游戏";
			if (++color == 8)
				color = 1;
		}
		if (GetAsyncKeyState(0xD) & 0x8000)      //回车键
		{
			GoToxy(100, 13);       //副屏幕打印
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);
			wcout<<"正在进行";   //覆盖掉原来的提示
			GoToxy(88, 17);
			wcout << "                     ";
			GoToxy(88, 18);
			wcout << "                     ";
			break;
		}
		else if (GetAsyncKeyState(0x1B) & 0x8000) //Esc键退出	
			exit(0);
		Sleep(20);
	}
}


void ClearMainScreen()  //主屏幕清屏函数，因使用system("cls");再打印框架有一定几率造成框架上移一行的错误，所以单独编写清屏函数
{
	for (int i = 1; i < 40; i++)
	{
		GoToxy(2, i);
		wcout << "                                                                              ";
	}
}


void Frame()     //打印游戏主体框架
{                 //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
	//printf("  ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁  ");
	_setmode(_fileno(stdout), _O_U16TEXT);
	wcout << L"  ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁  ";
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE);
	wcout << L"  ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n";
	for (int i = 0; i < 14; i++)
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_INTENSITY);
		wcout << L"▕                                                                              ▏";
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE);
		wcout << L" |                          |\n";
	}
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_INTENSITY);
	wcout << L"▕                                                                              ▏";
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE);
	wcout << L" |═════════════|\n";
	for (int i = 0; i < 24; i++)
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_INTENSITY);
		wcout << L"▕                                                                              ▏";
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE);
		wcout << L" |                          |\n";
	}
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_INTENSITY);
	wcout << L"  ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔  ";
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE);
	wcout << L" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n";
	SideScreen();  //打印副屏幕
}


void PrintMap()     // 打印地图(地图既地图障碍物)
{
	for (int j = 0; j < 41; j++)
		for (int i = 0; i < 41; i++)
			if (map[i][j] == 6)
			{
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN
					| FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE);
				GoToxy(2 * j, i);
				wcout<<L"■";
			}
			else if (map[i][j] == 2)
			{
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED);
				GoToxy(2 * j, i);
				wcout << L"▓";
			}
			else if (map[i][j] == 1)
			{
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED);
				GoToxy(2 * j, i);
				wcout << L"▓";
			}
			else if (map[i][j] == 5)
			{
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | BACKGROUND_BLUE | FOREGROUND_BLUE | FOREGROUND_GREEN);
				GoToxy(2 * j, i);
				wcout << L"～";
			}
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED | FOREGROUND_GREEN);
	GoToxy(38, 37);	 wcout << L"◣★◢";
	GoToxy(38, 38);	 wcout << L"███";    //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
	GoToxy(38, 39);	 wcout << L"◢█◣";    //∴直接打印(且家的map值与符号无关)
}


void GetMap()      //地图存放函数
{	               //map里的值: 个位数的值为地图方块部分，百位数的值为坦克
	int i, j;      //map里的值: 0为可通过陆地，1为红砖，2待定，5为水，100为敌方坦克，200为我的坦克，
	int Map[8][41][41] =
	{
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
			{4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
			{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
			{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
			{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
			{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
			{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
			{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
			{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
			{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
			{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
			{4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
			{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
			{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
			{4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
			{4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
			{4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
			{4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
			{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
			{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
			{4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
			{4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
			{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
			{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
			{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
		{
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
			{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
			{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
			{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
			{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
			{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
		},
	};
	for (i = 0; i < 41; i++)
		for (j = 0; j < 41; j++)
			map[i][j] = Map[level - 1][i][j];
	PrintMap();         //打印地图
}


void GameOver(bool home)
{
	int timing = 0, color = 1;
	while (1)
	{
		if (timing++ % 30 == 0)         //游戏结束原因为生命值为0
		{
			ColorChoose(color);    //颜色选择
			if (home)               //游戏结束原因为老家被毁,则多打印一行字以提示玩家
			{
				GoToxy(37, 19);     //主屏幕中心打印
				wcout << "老家被毁!";
			}
			GoToxy(37, 20);         //主屏幕中心打印
			wcout << "游戏结束!";
			GoToxy(100, 13);        //副屏幕打印
			wcout << "游戏结束";
			GoToxy(88, 17);
			wcout << "请按回车键重新开始!";
			GoToxy(88, 18);
			wcout << "或按 Esc键退出游戏!";
			if (++color == 8)
				color = 1;
		}
		if (GetAsyncKeyState(0xD) & 0x8000)  //回车键
		{
			//			system("cls");       //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug，因此选用自建清屏函数
			//			Frame ();            //重新打印游戏框架
			score -= 500;          //分数-500
			ClearMainScreen();   //主屏清屏函数，无需再次打印框架
			Initialize();        //从本关重新开始
			break;
		}
		else if (GetAsyncKeyState(0x1B) & 0x8000)  //Esc键退出	
			exit(0);
		Sleep(20);
	}
}


void NextLevel()
{
	int timing = 0, color = 1;
	level++;
	if (level <= MAX_LEVEL)
		while (1)
		{
			if (timing++ % 10 == 0)
			{
				ColorChoose(color);   //颜色选择   
				GoToxy(37, 20);        //主屏幕中心打印
				wcout << L"恭喜过关!";
				GoToxy(100, 13);       //副屏幕打印
				wcout << L"等待下关";
				GoToxy(87, 17);
				wcout << L"请按回车键进入下一关!";
				GoToxy(88, 18);
				wcout << L"或按 Esc键退出游戏!";
				if (++color == 8)
					color = 1;
			}
			if (GetAsyncKeyState(0xD) & 0x8000)  //回车键
			{
				GoToxy(88, 17);        //抹除副屏幕中的提示
				wcout << L"                     ";
				GoToxy(88, 18);
				wcout << L"                     ";
				ClearMainScreen();   //主屏清屏函数，无需再次打印框架
				Initialize();        //初始化从下一关开始,level已++
				break;
			}
			else if (GetAsyncKeyState(0x1B) & 0x8000)  //Esc键退出	
				exit(0);
			Sleep(20);
		}
	else   //level>8 通关
		while (1)
		{
			if (timing++ % 5 == 0)
			{
				ColorChoose(color);
				GoToxy(33, 20);        //主屏幕中心打印
				wcout << L"恭喜通过全部关卡!";
				GoToxy(100, 13);       //副屏幕打印
				wcout << L"已通全关";
				GoToxy(88, 17);
				wcout << L"恭喜通过全部关卡!";
				GoToxy(88, 19);
				wcout << L"按 Esc键退出游戏!";
				if (++color == 8)
					color = 1;
			}
			if (GetAsyncKeyState(0x1B) & 0x8000)  //Esc键退出	
				exit(0);
			Sleep(10);
		}
}


void GameCheak()
{                           //剩余敌人为0且四坦克全部不存活
	if (remain_enemy <= 0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive)
		NextLevel();        //进入下一关
	if (my_tank.revive >= MAX_LIFE)   //我的生命值(复活次数)全部用完 MAX_LIFE
		GameOver(0);        //游戏结束，传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断，另一种是老家被毁
}


void SideScreen()  //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字）列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
{                   // |         第  d  关         |   " |                          |\n"
	GoToxy(93, 2);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED);
	wcout<<L"第     关";
	GoToxy(92, 5);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE);
	wcout << L"分  数：";
	GoToxy(92, 7);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN);
	wcout << L"生  命：";
	GoToxy(86, 9);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
	wcout << L"剩余敌方坦克：";
	GoToxy(86, 11);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE);
	wcout << L"当前游戏速度：  %d"<< 21 - speed;
	GoToxy(86, 13);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);
	wcout << L"当前游戏状态：";
	GoToxy(94, 19);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED);
	GoToxy(94, 24);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED);
	wcout << L"帮  助";
	GoToxy(86, 27);
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN);
	wcout << L"方向键  ←↑→↓  移动";
	GoToxy(93, 29);
	wcout << L"x 键 射击";
	GoToxy(89, 31);
	wcout << "+ - 调整游戏速度";
	GoToxy(90, 33);
	wcout << L"游戏速度范围1~20";
	GoToxy(90, 35);
	wcout << L"回车键 暂停游戏";
	GoToxy(90, 37);
	wcout << L"Esc键  退出游戏";
	/*	printf("帮  助");     //这是第二种详细说明的样式
		GoToxy(86,21);
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
		printf("方向键  ←↑→↓  移动");
		GoToxy(93,23);
		printf("x 键 射击");
		GoToxy(89,25);
		printf("+ - 调整游戏速度");
		GoToxy(90,27);
		printf("游戏速度范围1~20");
		GoToxy(90,29);
		printf("回车键 暂停游戏");
		GoToxy(90,31);
		printf("Esc键  退出游戏");
		GoToxy(86,33);
		printf("敌方坦克全部消灭则过关");
		GoToxy(87,34);
		printf("己方坦克生命值为0 或");
		GoToxy(86,35);
		printf("正下方的老家被毁则失败");
		GoToxy(86,36);
		printf("己坦克与敌坦克子弹碰撞");
		GoToxy(87,37);
		printf("则抵消，敌坦克间子弹碰");
		GoToxy(86,38);
		printf("撞不抵消且可穿过敌坦克");*/
}


void Initialize()      //初始化
{
	remain_enemy = 16;
	my_tank.revive = 0;  //我的坦克复活次数为0
	position = 0;
	bul_num = 0;
	GetMap();
	BuildMyTank(&my_tank);
	for (int i = 0; i < 12; i++)     //子弹初始化
	{
		bullet[i].exist = 0;
		bullet[i].initial = 0;
	}
	for (int i = 0; i <= 3; i++)         //AI坦克初始化
	{
		AI_tank[i].revive = 0;
		AI_tank[i].alive = 0;  //初始化坦克全是不存活的，BuildAITank()会建立重新建立不存活的坦克
		AI_tank[i].stop = 0;
		AI_tank[i].num = i;
		AI_tank[i].my = 0;
		AI_tank[i].CD = 0;
	}
	GoToxy(97, 2);                        //在副屏幕上关卡数
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN);
	wcout<< level;
	GoToxy(102, 5);                       //在副屏幕上打印分数
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE);
	wcout << score;
	GoToxy(102, 7);                       //在副屏幕打印我的剩余生命值
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN);
	wcout << MAX_LIFE - my_tank.revive;
	GoToxy(102, 9);                       //在副屏幕上打印剩余坦克数
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
	wcout << remain_enemy;
	GoToxy(100, 13);                      //在副屏幕上打印状态
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE | FOREGROUND_GREEN);
	wcout << L"正在游戏";
}